Seasons

gyogen2

Emperor
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May 8, 2014
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Within the new event system I am adding seasons.

So far the basic idea is certain things will change according to the current season.

f.e. in winter food yield will be lower, it will increase some in spring, then more in summer, taper off in fall, then back to winter.

I am also thinking about adjusting move rate/ combat modifiers according to season, along with production etc.

Also, currently a season takes six turns, I plan on having it adjust according to game speed, but was interested in whether people thought it should be more/less.

If you have any comments or suggestion, please post.
 
Within the new event system I am adding seasons.

So far the basic idea is certain things will change according to the current season.

f.e. in winter food yield will be lower, it will increase some in spring, then more in summer, taper off in fall, then back to winter.

I am also thinking about adjusting move rate/ combat modifiers according to season, along with production etc.

Also, currently a season takes six turns, I plan on having it adjust according to game speed, but was interested in whether people thought it should be more/less.

If you have any comments or suggestion, please post.

This sounds interesting in concept. The question is how hard this will be to properly balance since my assumption is this has a enormous impact on balance. This will especially the case if you only have one peak ( summer ).

If you want to make it really balanced my suggestion would be go with a peak and valley approach which means make 4 seasons but only 2 values like spring + summer = 10% plus and fall and winter 10% minus since all else will be a hell to balance properly.
 
Why would you put this in the mod? I play on higher difficulties and micromanaging my food output is key to keeping ahead of the Ai. Making my food yields go up and down would make this mod unplayable for me. I don't particularly like the idea of seasons in a game that is so long in view from turn to turn. You could do random events that cause global warming or cooling that affects the game for hundreds of turns so we wouldn't have to micromanage on a 6 turn basis.
 
Why would you put this in the mod? I play on higher difficulties and micromanaging my food output is key to keeping ahead of the Ai. Making my food yields go up and down would make this mod unplayable for me. I don't particularly like the idea of seasons in a game that is so long in view from turn to turn. You could do random events that cause global warming or cooling that affects the game for hundreds of turns so we wouldn't have to micromanage on a 6 turn basis.

I am the exact opposite of your opinion there.
I am microing the s**t out of all my games and this just adds another layer if its properly balanced.

As for random events, im no friend of that since well they are random. With seasons its predictable and therefor you can plan ahead while a random event can easily cripple your game if its big enough and if its not its just a insignificant thing that adds no value.
 
The idea of seasons was just one of the ideas for incorporation into the event system. This system is still in development.

Instead of constant seasonal flux of yields and such, it could be more of season random events where certain events only happen in certain seasons, f.e. drought in summer, etc.

Currently all of these are just ideas, The actual event system is being built outside of CCTP for quicker testing, and won't be incorporated until it is finished.

Thanks for the input, the overall goal is making a system most everyone can enjoy.
 
I personally would love random events and choices. I just don't understand how it can be a hundred year summer? This isn't a song of ice and fire ;) I would like to see an event system with choices negative and positive. You wouldn't have to put a season system in for you to have events like, "Record summer harvests are overflowing our granaries! What would you like to do with the excess? -Sell it to foreign investors +400 gold. -give excess to the poor. We love king day in all cities. -send workers to build larger granaries +2 food per granary.
 
The basis for the event system is down, I would have to look into a "choice" system.

What's even odder to me than the hundred year summer, is there is a calendar system built into the vanilla game, where every turn is a different month, but it is also a different season, so by turn turn 5 you have winter in may.:)

Anyway, all these are just ideas, that is why I like people to comment, otherwise I have no idea what is really looker for.
 
The event + choice system of CIV 4 (or was it the Rise of Mankind Mod?)was pretty cool. If you could do the same now, that would be great.

Edit: In case you dont know or remember it, it worked like this:
Example random event
Controversial, interreligious marriage between families of your and a neighbour country
Possible choices
Pay for big festivity = much happiness in your country but big relation drop with neighbour
Hold a minor celebration = a little happiness in your country and a small drop in relation
Cancel it completely = unhappiness and increase in relation

Other random events were "catched spy", "bandits at the gate", "old gladiator", "lucky trade" and more i dont remember atm.
I created the names ad hoc to give an idea what they were about. If you want, i can write in detail about.
 
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